void main() {
	// assign the internal varying parameter to the attribute gl_MultiTexCoord0 
	// multpilied by the texture matrix (ie scale, rotate, translate params)
	gl_TexCoord[0] = gl_MultiTexCoord0 * gl_TextureMatrix[0];
	
	// standard projection
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}